BEGIN_NAMESPACE_OGRELITE ////////////////////////////////////////////////////////////////////////// void IRenderCanvas::renderOneFrame() { _beginFrame(); //render each layer for(RenderLayerList::iterator itr=mRenderLayList.begin();itr!=mRenderLayList.end();++itr) { RenderViewportSharedPtr& shptr=*itr; if(shptr.get() && shptr->isShow() ) { //_beginViewport(shptr.get()); shptr->renderTo(this); } } _endFrame(); }
//--------------------------------------------------------------------- void RenderSystem::_resumeFrame(RenderSystemContext* context) { _beginFrame(); delete context; }
void dx::renderScanBuffers() { _endFrame(); _beginFrame(); }
void dx::initialise() { gDX.activeContextState = nullptr; gDX.activeDisplayList = nullptr; gDX.activeDisplayListSize = 0; gDX.activeDisplayListOffset = 0; for (auto i = 0; i < GX2_NUM_MRT_BUFFER; ++i) { gDX.activeColorBuffer[i] = nullptr; } gDX.activeDepthBuffer = nullptr; gDX.state.primitiveRestartIdx = 0xFFFFFFFF; gDX.viewport.Width = static_cast<float>(platform::ui::getWindowWidth()); gDX.viewport.Height = static_cast<float>(platform::ui::getWindowHeight()); gDX.viewport.MaxDepth = 1.0f; gDX.scissorRect.right = static_cast<LONG>(platform::ui::getWindowWidth()); gDX.scissorRect.bottom = static_cast<LONG>(platform::ui::getWindowHeight()); // Enable the D3D12 debug layer. { ComPtr<ID3D12Debug> debugController; if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) { debugController->EnableDebugLayer(); } } ComPtr<IDXGIFactory4> factory; ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory))); // Always use WARP for now... static const bool USE_WARP_DEVICE = true; if (USE_WARP_DEVICE) { ComPtr<IDXGIAdapter> warpAdapter; ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter))); ThrowIfFailed(D3D12CreateDevice( warpAdapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&gDX.device) )); } else { ThrowIfFailed(D3D12CreateDevice( nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&gDX.device) )); } // Describe and create the command queue. D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; ThrowIfFailed(gDX.device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&gDX.commandQueue))); // Describe and create the swap chain. DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; swapChainDesc.BufferCount = gDX.FrameCount; swapChainDesc.BufferDesc.Width = platform::ui::getWindowWidth(); swapChainDesc.BufferDesc.Height = platform::ui::getWindowHeight(); swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; swapChainDesc.OutputWindow = reinterpret_cast<HWND>(platform::ui::getWindowHandle()); swapChainDesc.SampleDesc.Count = 1; swapChainDesc.Windowed = TRUE; ComPtr<IDXGISwapChain> swapChain; ThrowIfFailed(factory->CreateSwapChain( gDX.commandQueue.Get(), // Swap chain needs the queue so that it can force a flush on it. &swapChainDesc, &swapChain )); ThrowIfFailed(swapChain.As(&gDX.swapChain)); gDX.frameIndex = gDX.swapChain->GetCurrentBackBufferIndex(); // Create descriptor heaps. { // Describe and create a render target view (RTV) descriptor heap. D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {}; rtvHeapDesc.NumDescriptors = gDX.FrameCount + 128; rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; gDX.rtvHeap = new DXHeap(gDX.device.Get(), rtvHeapDesc); // Describe and create a depth stencil view (DSV) descriptor heap. D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {}; dsvHeapDesc.NumDescriptors = 128; dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; gDX.dsvHeap = new DXHeap(gDX.device.Get(), dsvHeapDesc); // Describe and create a constant buffer view (CBV), Shader resource // view (SRV), and unordered access view (UAV) descriptor heap. D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {}; srvHeapDesc.NumDescriptors = 2048; srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; gDX.srvHeap = new DXHeap(gDX.device.Get(), srvHeapDesc); } // Create frame resources. { // Create a RTV for each frame. for (UINT n = 0; n < gDX.FrameCount; n++) { ThrowIfFailed(gDX.swapChain->GetBuffer(n, IID_PPV_ARGS(&gDX.renderTargets[n]))); gDX.scanbufferRtv[n] = gDX.rtvHeap->alloc(); gDX.device->CreateRenderTargetView(gDX.renderTargets[n].Get(), nullptr, *gDX.scanbufferRtv[n]); } } // Create command allocators. { for (UINT n = 0; n < gDX.FrameCount; n++) { ThrowIfFailed(gDX.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&gDX.commandAllocator[n]))); } } // Create the root signature. { CD3DX12_DESCRIPTOR_RANGE ranges[GX2_NUM_SAMPLERS]; CD3DX12_ROOT_PARAMETER rootParameters[GX2_NUM_SAMPLERS + GX2_NUM_UNIFORMBLOCKS]; uint32_t paramIdx = 0; for (auto i = 0; i < GX2_NUM_UNIFORMBLOCKS; ++i) { gDX.cbvIndex[i] = paramIdx; rootParameters[paramIdx++].InitAsConstantBufferView(i, 0, D3D12_SHADER_VISIBILITY_ALL); } for (auto i = 0; i < GX2_NUM_SAMPLERS; ++i) { gDX.srvIndex[i] = paramIdx; ranges[i].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, i); rootParameters[paramIdx++].InitAsDescriptorTable(1, &ranges[i], D3D12_SHADER_VISIBILITY_ALL); } D3D12_STATIC_SAMPLER_DESC samplers[GX2_NUM_SAMPLERS]; for (int i = 0; i < GX2_NUM_SAMPLERS; ++i) { auto &sampler = samplers[i] = {}; sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER; sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER; sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER; sampler.MipLODBias = 0; sampler.MaxAnisotropy = 0; sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; sampler.MinLOD = 0.0f; sampler.MaxLOD = D3D12_FLOAT32_MAX; sampler.ShaderRegister = i; sampler.RegisterSpace = 0; sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; } CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.Init(_countof(rootParameters), rootParameters, GX2_NUM_SAMPLERS, samplers, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); ComPtr<ID3DBlob> signature; ComPtr<ID3DBlob> error; ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error)); ThrowIfFailed(gDX.device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&gDX.rootSignature))); } // Create the pipeline state, which includes compiling and loading shaders. { ComPtr<ID3DBlob> vertexShader; ComPtr<ID3DBlob> pixelShader; #ifdef _DEBUG // Enable better shader debugging with the graphics debugging tools. UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION; #else UINT compileFlags = 0; #endif ThrowIfFailed(D3DCompileFromFile(L"resources/shaders/screendraw.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr)); ThrowIfFailed(D3DCompileFromFile(L"resources/shaders/screendraw.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr)); // Define the vertex input layout. D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } }; { D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) }; psoDesc.pRootSignature = gDX.rootSignature.Get(); psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()), vertexShader->GetBufferSize() }; psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()), pixelShader->GetBufferSize() }; psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT); psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT); psoDesc.DepthStencilState.DepthEnable = FALSE; psoDesc.DepthStencilState.StencilEnable = FALSE; psoDesc.SampleMask = UINT_MAX; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; psoDesc.SampleDesc.Count = 1; ThrowIfFailed(gDX.device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&gDX.emuPipelineState))); } } gDX.pipelineMgr = new DXPipelineMgr(); // Create the command list. gDX.frameIndex = gDX.swapChain->GetCurrentBackBufferIndex(); ThrowIfFailed(gDX.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, gDX.commandAllocator[gDX.frameIndex].Get(), gDX.emuPipelineState.Get(), IID_PPV_ARGS(&gDX.commandList))); { #define SCREENSPACE(x, y) { -1 + ((x) / (float)platform::ui::getWindowWidth()) * 2, 1 - ((y) / (float)platform::ui::getWindowHeight()) * 2, 0.0f } float tvX = 0; float tvY = 0; float tvWidth = static_cast<float>(platform::ui::getTvWidth()); float tvHeight = static_cast<float>(platform::ui::getTvHeight()); float drcX = (tvWidth - static_cast<float>(platform::ui::getDrcWidth())) / 2.0f; float drcY = tvHeight; float drcWidth = static_cast<float>(platform::ui::getDrcWidth()); float drcHeight = static_cast<float>(platform::ui::getDrcHeight()); struct Vertex { XMFLOAT3 pos; XMFLOAT2 uv; } triangleVertices[] = { { SCREENSPACE(tvX, tvY + tvHeight),{ 0.0f, 1.0f } }, { SCREENSPACE(tvX, tvY),{ 0.0f, 0.0f } }, { SCREENSPACE(tvX + tvWidth, tvY + tvHeight),{ 1.0f, 1.0f } }, { SCREENSPACE(tvX + tvWidth, tvY),{ 1.0f, 0.0f } }, { SCREENSPACE(drcX, drcY + drcHeight),{ 0.0f, 1.0f } }, { SCREENSPACE(drcX, drcY),{ 0.0f, 0.0f } }, { SCREENSPACE(drcX + drcWidth, drcY + drcHeight),{ 1.0f, 1.0f } }, { SCREENSPACE(drcX + drcWidth, drcY),{ 1.0f, 0.0f } }, }; #undef SCREENSPACE const UINT vertexBufferSize = sizeof(triangleVertices); // Note: using upload heaps to transfer static data like vert buffers is not // recommended. Every time the GPU needs it, the upload heap will be marshalled // over. Please read up on Default Heap usage. An upload heap is used here for // code simplicity and because there are very few verts to actually transfer. ThrowIfFailed(gDX.device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&gDX.vertexBuffer))); // Copy the triangle data to the vertex buffer. UINT8* pVertexDataBegin; ThrowIfFailed(gDX.vertexBuffer->Map(0, nullptr, reinterpret_cast<void**>(&pVertexDataBegin))); memcpy(pVertexDataBegin, triangleVertices, sizeof(triangleVertices)); gDX.vertexBuffer->Unmap(0, nullptr); // Initialize the vertex buffer view. gDX.vertexBufferView.BufferLocation = gDX.vertexBuffer->GetGPUVirtualAddress(); gDX.vertexBufferView.StrideInBytes = sizeof(Vertex); gDX.vertexBufferView.SizeInBytes = vertexBufferSize; } // 10MB Temporary Vertex Buffer gDX.ppcVertexBuffer = new DXDynBuffer(gDX.device.Get(), 10 * 1024 * 1024); // Close the command list and execute it to begin the initial GPU setup. ThrowIfFailed(gDX.commandList->Close()); ID3D12CommandList* ppCommandLists[] = { gDX.commandList.Get() }; gDX.commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists); // Create synchronization objects. { ThrowIfFailed(gDX.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&gDX.fence))); // Create an event handle to use for frame synchronization. gDX.fenceEvent = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS); if (gDX.fenceEvent == nullptr) { ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError())); } // Wait for frame completion gDX.swapCount++; const uint64_t fenceValue = gDX.swapCount; ThrowIfFailed(gDX.commandQueue->Signal(gDX.fence.Get(), fenceValue)); if (gDX.fence->GetCompletedValue() < gDX.swapCount) { ThrowIfFailed(gDX.fence->SetEventOnCompletion(gDX.swapCount, gDX.fenceEvent)); WaitForSingleObject(gDX.fenceEvent, INFINITE); } } _beginFrame(); }